Also, reported here: https://udn.unrealengine.com/questions/497277/stale-perceptualdata-in-aiperceptioncomponent.html ...
Reported via UDN:https://udn.unrealengine.com/questions/304768/scenecapturecomponent2d-and-shadows.html ...
https://udn.unrealengine.com/questions/308105/why-do-the-hover-properties-of-a-texture-flip-when.html ...
https://answers.unrealengine.com/questions/546793/using-other-dof-methods-in-sequencer.html ...
Light Complexity view mode is quite different from document. https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Viewports/ViewModes/index.html#lightcomplexity ...
See https://answers.unrealengine.com/questions/853450/417-lighting-build-fails.html ...
https://udn.unrealengine.com/questions/564376/flickering-decals-on-mac-in-mobile-preview.html ...
https://udn.unrealengine.com/questions/568577/macos-rendering-artifacts-on-intel-graphics.html ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...
FSharedStructMemory uses a custom deleter that calls FMemory::Free, but it doesn't call the destructor. FSharedStructMemory's destructor is responsible for correctly destructing the internal ScriptS ...